Crash after update to 4.7 from 4.7 preview: LogBlueprint:Error: [compiler] Error This blueprint (self) is not a TRASHCLASS_LS_SpaceObject_310, therefore ' Target ' must have a connection

Hi,

After updating from 4.7 Preview to 4.7 today I got a weird blueprint compile error saying: LogBlueprint:Error: [compiler] Error This blueprint (self) is not a TRASHCLASS_LS_SpaceObject_310, therefore ’ Target ’ must have a connection.
The node causing the error was supposed to be the call to a parent event from a child blueprint. Removing the call to the parent event made the error disappear.
Unfortunately I decided to restart the editor hoping that the problem might solve itself.
Now the editor crashes during the startup giving the same error message.

Does somebody know what is happening here?

Edit:
MachineId:D4525F604E1459EEE6BD6D84DB97C0F3

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!FBodyInstance::SetBodyTransform() + 852 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:2297]
UE4Editor_Engine!UPrimitiveComponent::SendPhysicsTransform() + 36 bytes [d:\buildfarm\buildmachine_++depot+ue4-link textreleases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:467]
UE4Editor_Engine!UPrimitiveComponent::OnUpdateTransform() + 45 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:462]
UE4Editor_Engine!USceneComponent::UpdateComponentToWorldWithParent() + 549 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\scenecomponent.cpp:115]
UE4Editor_Engine!USceneComponent::UpdateChildTransforms() + 164 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\scenecomponent.cpp:1237]
UE4Editor_Engine!USceneComponent::UpdateComponentToWorldWithParent() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\scenecomponent.cpp:115]
UE4Editor_Engine!USceneComponent::AttachTo() + 3257 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\scenecomponent.cpp:1059]
UE4Editor_Engine!FSceneComponentInstanceData::ApplyToComponent() + 234 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\scenecomponent.cpp:1188]
UE4Editor_Engine!FStaticMeshComponentInstanceData::ApplyToComponent() + 21 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmeshcomponent.cpp:39]
UE4Editor_Engine!FComponentInstanceDataCache::ApplyToActor() + 511 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\componentinstancedatacache.cpp:174]
UE4Editor_Engine!AActor::ExecuteConstruction() + 548 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorconstruction.cpp:533]
UE4Editor_Engine!AActor::RerunConstructionScripts() + 3610 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorconstruction.cpp:422]
UE4Editor_Engine!ULevel::IncrementalUpdateComponents() + 521 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\level.cpp:745]
UE4Editor_Engine!UWorld::UpdateWorldComponents() + 820 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:1215]
UE4Editor_UnrealEd!FUnrealEdMisc::CB_MapChange() + 173 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedmisc.cpp:930]
UE4Editor_UnrealEd!TBaseRawMethodDelegateInstance<0,FUnrealEdMisc,void cdecl(unsigned int)>::ExecuteIfSafe() + 14 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
UE4Editor_UnrealEd!TBaseMulticastDelegate::Broadcast() + 165 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1030]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() + 7326 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editorserver.cpp:2340]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() + 349 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editorserver.cpp:5680]
UE4Editor_UnrealEd!UEditorEngine::Exec() + 797 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editorserver.cpp:5180]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() + 273 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedsrv.cpp:742]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() + 789 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:1910]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() + 216 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:3070]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() + 2263 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedmisc.cpp:299]
UE4Editor_UnrealEd!EditorInit() + 3254 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealed.cpp:86]
UE4Editor!GuardedMain() + 926 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

DMP file at:

bump bump bump

Hi ,

Could you post the Callstack, Logs, and Dmp files for the crash? Also, if you do get back into your project, screenshots of the blueprint in question would help as well.

Hi,

I added additional information to the original post. I do not have a screenshot of the Blueprint graph but the error occured in a custom event I created. Independent of what nodes were called in the event (even when I removed all of them) the compile error occured when I added a ‘Call to parent Event’ node.
The node was already there when I upgraded to 4.7 from 4.7 preview and caused no problems before.

When I removed the node the Blueprint compiled without error. Adding it back also brought back the error. Saving and reloading the project after getting the compile error causes the crash.

bump again

one more bump

I’ve been trying to get a repro of the issue but so far no luck. Can you try reproducing this in a new project and if you can, post the project or the repro steps?

I was able to open the blueprint in an older version of my project. After I recompiled the blueprint I copied it back the the current version of the project. The error occured again. But this time I played around a little and recompiled every other blueprint in that class hierachy manually. After I did that the problemematic blueprint compiled without error.
Might this be somehow connected to the new solution for circular dependencies in blueprints?

Unfortunatly I was not able to reproduce the problem in a clean project. I will try to collect more information with my current project and post it here.

That is a possibility. Hopefully now that the blueprint is working properly it will continue to do so. If you find any other info just post it here.

I found additional information:
I removed the event from the problematic blueprint in order to avoid crashes. Now, after restarting the editor, I get this ‘Load Error’ in the mesage window after startup:

Failed import for Function path/to/object/blueprintname.blueprintname_C:

Maybe that is useful information.

Hey ,

Thanks for the report! We’ve got a ticket entered for this bug (UE-10333) and will work on a fix.

Regards,

Jonathan